What the other Anon said. Although to explain the pic a little more thoroughly you get 3 classes, called Paths, in SotDL, a Novice, an Expert, and a Master Path. Each gives you benefits at different levels and they weave together to create your full set of skills and abilities.
Your Novice Path grants you benefits at 1, 2, 5, and 8, and represents the basic archetypes of all adventurers (Magician, Priest, Rogue, and Warrior) and provides the mechanical skeleton of your PC. You Expert Path, as you can see, grants you stuff at 3, 6, and 9, and are more akin to standard fantasy classes in theme. The Core book has a lot of what you'd expect, although not quite as you might expect them, as well as a few more uncommon inclusions. You Master Path gives you talents at 7, and 10 and represent specialisations. These are things like Paths that improve a specifc Tradition of magic, like Necromancers, Beast Masters, Tenebrists, Astromancers, or Runesmiths, then you've got stuff for mundane skills like, Myrmidons, Poisoners, Infiltrators, Diplomats, or Engineers.
No restrictions between them so you can mix and match as you like, a Warrior > Fighter > Weapon Master is just as valid a combination as a Magician > Ranger > Conquerer is. The game pushes you to take the stuff that makes narrative sense, and it does a great job of giving you mechanical backing for your PCs experiences, but you can ignore that if it's not your idea of fun. The stuff you gain at Level 0 (the game's starting point) and 4 come from your Ancestry, everything has a unique talent it grants you at level 4, which is a nice way to keep them relevant as you level.